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Zkuq said:
It was semi-open world in the sense that you couldn't go anywhere you wanted from the beginning, and its mature story was boring and way too slow-paced even for me (and I don't generally mind slow-paced stories). Also, its characters weren't exactly great. I really liked the game but its boring story and unmemorable characters just killed the chance of the game being something great. And I didn't like the summon system, it wasn't at all good or useful.

Also, from a completionist's point of view, the game featured a ridiculous system for getting the Zodiac Spear, the best spear in the game. It was either "don't open these random containers scattered along the game" or "have fun opening the same container a thousand times". I'd like to see the person who thinks that's good design.

It was open world. Restrictions were in place for certain areas as it would have affected the story if you arrived there to early. The prime example being Archades. As for the story being boring and slow-paced, that's purely subjective. I never found any of these as concerns. There characters were not heavily developed, but they were still great characters. You don't need loads of character development to make a great character. However, I do agree that the Espers were very weak to use. Thankfully, they improved them in the International version.

As for being a completitionist, that shouldn't alter if a game is good or not. There are games where the developers don't expect you to be able to 100% get everything. It's a respectable design choice and one that's heavily used in MMORPGs. FFXII is an offline MMORPG.

 

Bex said:
In the sense that it was ahead of its time due to the acceptance of games such as Xenoblade and Ni no Kuni, I agree. As far being the savior of Jrpgs, I don't see that being more likely than I would've seen with White Knight Chronicles or Magna Carta 3.

It's one of my least loved of the Final Fantasy series due to me thinking that turnbased combat with active movement would be more fun with a party than with one player character, as one may be accustomed to from MMORPGs. After some hours of play, I found the game killing all the enthusiasm I would normally experience in other RPGs of both the turnbased and action variety. Almost as much as I hate the Crystarium for being a straight line, I hated the License Board for removing any sense of lost and gain. Knowing that the international edition changes this, doesn't affect my opinion in favor of it. Although minor, the need to buy values for gambits was irritating, although I rarely used them outside the first couple of hours. In the minor irritation department, the same could be said of the placement of the quickenings. As I came to feel with its ilk, I found the combat inefficient and disengaging.

The only reason I got as far as I did in the game was because it was Final Fantasy and I'd never played any game with similar gameplay outside of MMORPGs. Going on to play games such as Dragon Age and Drakensang, and games that preceded them confirm for me that I just don't enjoy rpgs with that battle system. Honestly would've preferred the battle system from Vagrant Story designed for turnbased, adding in stats and skills for evasion and hitting, with a point system for moving and other actions.

As far as the other stuff; the semi-open world, seamless battles, voice acting and story were largely neither a positive nor negative for me. The only negative outside of combat would have to had been Vaan.

Vaan is probably the best written character in a JRPG. the fact you dislike him is a testament to that.

 

PureDante said:
Nem said:

It was also incredibly slow paced, grindy and boring. 

Ops, we dont care about that.

Its not the worse i've played though.


Thats why I couldn't finish it, and why XII would do no justice to mass appeal. This is why they tried to make XIII faster paced, more streamlined, and less engaging of a storyline (compared to XII) to try to make it popular for mass sales. Unfortunately, rather, thankfully so, XIII didn't make FF fans happy, so I hope they learn their lesson to make a middle ground between grindy, boring gameplay and linearity. 

You're wrong. FFXII had no influence on FFXIII. Not a single thing. FFXIII was made how it was because it was made to be an evolution of FFX.

 

Scoobes said:
I couldn't gel with the game when it released and I doubt I would have gelled with the game if it released this gen. 

The main problem was that it was a game of unfulfilled potential. I actually quite enjoyed the battle system, the story itself should have been brilliant but was told rather poorly and then you had these two random characters that appeared to be the main protagonists at the start, but as the game progressed it became apparent they were blatantly added in to fit some stupid, soul destroying market research SE had done. So much for artistic vision!

The annoying this is that with a few changes I could see myself rather enjoying the game.

Too many of these FFXI complaints focus on the story. The story is purely subjective, so your dislike of it doesn't mean the game is bad.